245da150e7
Streamline Navigation layer function names.
287 lines
8.2 KiB
C++
287 lines
8.2 KiB
C++
/*************************************************************************/
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/* grid_map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GRID_MAP_H
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#define GRID_MAP_H
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#include "scene/3d/node_3d.h"
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#include "scene/resources/mesh_library.h"
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#include "scene/resources/multimesh.h"
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//heh heh, godotsphir!! this shares no code and the design is completely different with previous projects i've done..
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//should scale better with hardware that supports instancing
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class PhysicsMaterial;
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class GridMap : public Node3D {
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GDCLASS(GridMap, Node3D);
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enum {
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MAP_DIRTY_TRANSFORMS = 1,
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MAP_DIRTY_INSTANCES = 2,
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};
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union IndexKey {
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struct {
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int16_t x;
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int16_t y;
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int16_t z;
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};
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uint64_t key = 0;
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static uint32_t hash(const IndexKey &p_key) {
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return hash_one_uint64(p_key.key);
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}
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_FORCE_INLINE_ bool operator<(const IndexKey &p_key) const {
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return key < p_key.key;
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}
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_FORCE_INLINE_ bool operator==(const IndexKey &p_key) const {
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return key == p_key.key;
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}
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_FORCE_INLINE_ operator Vector3i() const {
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return Vector3i(x, y, z);
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}
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IndexKey(Vector3i p_vector) {
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x = (int16_t)p_vector.x;
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y = (int16_t)p_vector.y;
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z = (int16_t)p_vector.z;
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}
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IndexKey() {}
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};
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/**
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* @brief A Cell is a single cell in the cube map space; it is defined by its coordinates and the populating Item, identified by int id.
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*/
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union Cell {
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struct {
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unsigned int item : 16;
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unsigned int rot : 5;
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unsigned int layer : 8;
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};
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uint32_t cell = 0;
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};
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/**
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* @brief An Octant is a prism containing Cells, and possibly belonging to an Area.
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* A GridMap can have multiple Octants.
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*/
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struct Octant {
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struct NavMesh {
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RID region;
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Transform3D xform;
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RID navmesh_debug_instance;
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};
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struct MultimeshInstance {
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RID instance;
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RID multimesh;
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struct Item {
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int index = 0;
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Transform3D transform;
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IndexKey key;
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};
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Vector<Item> items; //tools only, for changing visibility
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};
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Vector<MultimeshInstance> multimesh_instances;
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HashSet<IndexKey> cells;
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RID collision_debug;
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RID collision_debug_instance;
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bool dirty = false;
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RID static_body;
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HashMap<IndexKey, NavMesh> navmesh_ids;
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};
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union OctantKey {
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struct {
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int16_t x;
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int16_t y;
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int16_t z;
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int16_t empty;
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};
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uint64_t key = 0;
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static uint32_t hash(const OctantKey &p_key) {
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return hash_one_uint64(p_key.key);
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}
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_FORCE_INLINE_ bool operator==(const OctantKey &p_key) const {
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return key == p_key.key;
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}
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//OctantKey(const IndexKey& p_k, int p_item) { indexkey=p_k.key; item=p_item; }
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OctantKey() {}
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};
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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Ref<PhysicsMaterial> physics_material;
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bool bake_navigation = false;
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uint32_t navigation_layers = 1;
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Transform3D last_transform;
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bool _in_tree = false;
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Vector3 cell_size = Vector3(2, 2, 2);
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int octant_size = 8;
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bool center_x = true;
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bool center_y = true;
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bool center_z = true;
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float cell_scale = 1.0;
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bool recreating_octants = false;
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Ref<MeshLibrary> mesh_library;
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HashMap<OctantKey, Octant *, OctantKey> octant_map;
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HashMap<IndexKey, Cell, IndexKey> cell_map;
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void _recreate_octant_data();
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struct BakeLight {
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RS::LightType type = RS::LightType::LIGHT_DIRECTIONAL;
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Vector3 pos;
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Vector3 dir;
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float param[RS::LIGHT_PARAM_MAX] = {};
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};
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_FORCE_INLINE_ Vector3 _octant_get_offset(const OctantKey &p_key) const {
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return Vector3(p_key.x, p_key.y, p_key.z) * cell_size * octant_size;
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}
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void _reset_physic_bodies_collision_filters();
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void _octant_enter_world(const OctantKey &p_key);
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void _octant_exit_world(const OctantKey &p_key);
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bool _octant_update(const OctantKey &p_key);
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void _octant_clean_up(const OctantKey &p_key);
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void _octant_transform(const OctantKey &p_key);
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bool awaiting_update = false;
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void _queue_octants_dirty();
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void _update_octants_callback();
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void resource_changed(const Ref<Resource> &p_res);
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void _clear_internal();
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Vector3 _get_offset() const;
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struct BakedMesh {
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Ref<Mesh> mesh;
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RID instance;
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};
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Vector<BakedMesh> baked_meshes;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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void _update_visibility();
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static void _bind_methods();
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public:
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enum {
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INVALID_CELL_ITEM = -1
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};
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_value(int p_layer_number, bool p_value);
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bool get_collision_layer_value(int p_layer_number) const;
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_physics_material(Ref<PhysicsMaterial> p_material);
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Ref<PhysicsMaterial> get_physics_material() const;
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Array get_collision_shapes() const;
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void set_bake_navigation(bool p_bake_navigation);
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bool is_baking_navigation();
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void set_navigation_layers(uint32_t p_navigation_layers);
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uint32_t get_navigation_layers();
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void set_mesh_library(const Ref<MeshLibrary> &p_mesh_library);
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Ref<MeshLibrary> get_mesh_library() const;
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void set_cell_size(const Vector3 &p_size);
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Vector3 get_cell_size() const;
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void set_octant_size(int p_size);
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int get_octant_size() const;
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void set_center_x(bool p_enable);
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bool get_center_x() const;
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void set_center_y(bool p_enable);
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bool get_center_y() const;
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void set_center_z(bool p_enable);
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bool get_center_z() const;
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void set_cell_item(const Vector3i &p_position, int p_item, int p_rot = 0);
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int get_cell_item(const Vector3i &p_position) const;
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int get_cell_item_orientation(const Vector3i &p_position) const;
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Vector3i world_to_map(const Vector3 &p_world_position) const;
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Vector3 map_to_world(const Vector3i &p_map_position) const;
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void set_cell_scale(float p_scale);
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float get_cell_scale() const;
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Array get_used_cells() const;
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Array get_used_cells_by_item(int p_item) const;
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Array get_meshes() const;
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void clear_baked_meshes();
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void make_baked_meshes(bool p_gen_lightmap_uv = false, float p_lightmap_uv_texel_size = 0.1);
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void clear();
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Array get_bake_meshes();
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RID get_bake_mesh_instance(int p_idx);
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GridMap();
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~GridMap();
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};
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#endif // GRID_MAP_H
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